Right, so, after Floofy Sheepie sort of fell over and things, I've begun work on this lil game based on the awesome Flapadiddle game by Jayenkai of aGameaWeek fame

So far I've got procedurally generated levels, obstacles the player character and some other bits working.

Here's the title screen it it's current state also.

I'm planning on adding different worlds with different obstacles, methods of level generation, varying gravity and a 2 player vs mode, (maybe a set adventure quest.. I dunno).

All the levels are procedurally generated and based of set seeds so there's good scope for this to be accomplished inside a 32kb nROM cartridge I reckon. So far the games code is at 4kb and the basics are almost all in place.

I'm hoping to set aside around 8kb for music and sound effect data, is that enough for a few minutes of music in general?

Though there's no straight relationship between minutes and kilobytes. It is heavily dependent on what driver you're using, and how you compose your songs.

For the Pently driver, you can count on 1.3 to 1.9 kB of code and static data (depending on effects enabled at build time) and about 1 byte per note or rest or 2 bytes per effect change, with savings possible if you repeat patterns or use short loops. This means you can fit a lot of music into 8K.

OP: How many tracks were you thinking? And were you thinking Balloon Fight or Silver Surfer complexity?

1 track for the intro screen1 per world, those'll be the longer looping ones, probably 5 or 6 different worlds1 ending1 vs ending1 level select1 level complete1 game over

So, potentially 12 tracks then, 6 aiming for around a minute with the rest being shorter. Will look into the pently driver as well as gradual games' one, I'm sticking with NES ASM3 despite it's limitations as it seems to make the most sense to me so I'll keep that into consideration.

Hopefully I'll finish this game off then I'll write a post up on what does what online somewhere, also, wow,yeah, I haven't published anything on my blog in a while! I should probably make sure to update more often next year!

GBDK is what has led me down towards ASM, sooo, yeah, let's see how it goes.

Regarding the random generator, I'm just taking a value, multiplying by 13, adding 1 then sotring that as the next rand.

But I'm only updating that random generator when I need to. So, it's not per frame or anything, has a pattern of sorts, yet seems to be pretty random for the genreated levels at least so far. There's some obvious elements inside each level but I'll be making each world with a different stlye of generation, all using the same PRNG though.

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